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League Rules 1. League members must be at least 16 years of age. 2. League dues will be $50.00 per year. Dues must be PAID IN FULL by 5th week of schedule. League members who have not paid their annual dues in full by the 5th scheduled match will not be allowed to play again until they are paid in full. 3. A match will consist of 3 games. Teams will play 1 or 2 matches each Wednesday as scheduled. (FYI-Our league plays in drizzle, sprinkles and light showers. Downpours and severe lightning storms will usually be considered rainouts. If in doubt, call the firehouse at (610) 965-5166 between 5 and 5:30 pm.) 4. ALL PLAYERS SHOULD BE OUTSIDE AT THE PITS AT 6pm. If your opponents are not there at that time, then you may go back inside. Players arriving late (after 6pm) may have to look inside for their opponents. 5. If your team fails to show up for the first two weeks you will be out of the league, unless prior arrangements to reschedule matches have been made. 6. Matches may be rescheduled by mutual agreement between opponents. However, if a team fails to appear for a match by 7:00pm without prior notification, they will forfeit the match. 7. All make-up games must be completed within 3 weeks or the games will be forfeited. 8. Early make-up matches must be finished no later than 6:00pm so that scheduled matches may begin. Make-up matches that are not completed by 6:00pm will be stopped and finished at a later time. 9. Please relinquish the pit after your first match. We have 8 pits and a possibility of 12 first-round matches so be courteous and take a break. Whenever possible, the first 12 matches scheduled each night take priority over the later matches, and both take priority over make-up matches. 10. Substitutions will be permitted for no more than 5 matches, using non-league members only. 11. League champions will be determined by best overall regular season record. Trophies (or the dollar value of the trophy) will be awarded for 1st, 2nd, 3rd, and 4th places. 12. The 12 teams with the best overall regular season records will continue on to a double elimination year-end tournament. The top four teams will receive a first-round bye. Trophies will be awarded for 1st and 2nd places. 13. League statistician will not have to pay league dues. 14. All beverages MUST be purchased inside and brought out to the pits. NO EXCEPTIONS!!! 15. NO FOUL LANGUAGE PLEASE! Show respect for your fellow league players, club members, and our neighbors. Rules of Play 1. Players may use any brand of horseshoes. An official shoe shall not exceed 7 1/4” in width, 7 5/8” in length, and shall not weigh more than 2 pounds, 10 ounces. The opening shall not exceed 3 1/2”. 2. First team to score 21 points wins game. (It is not necessary to win by 2 points.) 3. Players shall throw 2 consecutive shoes during their turn. Players may alternate their shoes if both teams agree. 4. Players may throw from the left, right, or behind the pin, however, a player may not step past the pin when throwing. 5. Players must be courteous and show respect to their opponents, moving out of the box when it is the opponent’s turn to pitch. 6. A player scoring in an inning shall pitch first the following inning. 7. Loser of a game shall pitch first at the start of the next game. 8. Switching pits between games will be optional. The winner of first game will position players first for the next game, and opponents may then choose which pit they will throw from. 9. A horseshoe that hits outside the box or touches the box’s wood frame when thrown will be declared a “dead” shoe, and will be removed from the box. 10. Shoes will not be picked up until the score for the inning is agreed upon by both players. 11. In case of disputes, the director of event will rectify scoring situation if players can’t come to an agreement. Scoring 1. To score, a shoe must be within a horseshoe width of the stake. If opponents are using different brands of shoes, the pair with the larger width will be used to measure distance for both teams. 2. A ringer is a shoe that encircles the pin far enough to permit a straight edge to touch both heels simultaneously, with space between straight edge and pin. 3. A shoe leaning on the pin has no advantage over a shoe laying flat on the ground against the pin. (Leaners do not score 2 points.)
4. A. Closest
shoe to the pin - 1 point. 5. Opponents’ ringers will cancel each other. A. If each player scores double ringers, no points are awarded. B. If a player has two ringers and his opponent one, the player having two ringers will score 3 points (regardless of the order the ringers were thrown or the stacking of the ringers). C. If each player has one ringer, the next closest shoe (within horseshoe width from pin) will score 1 point. D. If two shoes (one from each player) are equal distance from the pin, the next closest shoe (within horseshoe width from pin) will score 1 point. E. If all shoes are equal distance from the pin, no points are awarded.
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